Model REQUEST: Fire truck / Fire Engine model

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
I would have stuck with plain chrome for the wheel hubcaps, or match the body paint. The only other detail I'd add is text / logo work. "Teufort Fire Dept" or the like.

But what you've done so far is already fantastic and more than I could do
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
915
1,545
Sorry for the delayed reply

I think the reason it doesn't look so good is mainly the way you've done your brushstrokes, have a look at the campervan model and note that the paint is mostly a solid colour with a grey gradient towards the bottom. The brush strokes are more uniform and with less of the visible overlapping that you have in your texture, they're also much less uniformly distributed and more concentrated into patches. You've also got some very sharp lighter lines highlighting your sharp edges which doesn't look right.

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I'd try turning up your brush's opacity and using fewer stokes; vary the colour by using slightly different colours as opposed to more layers. If i take a closer look at a single patch its clear that only one or two strokes were used, probably opacity of around 90 at a guess.
Your method is more suited to indicating subtle wear such as scuffing than to giveing TF2's characteristic brush-stroke style.

upload_2018-7-1_14-43-58.png


i'd also add some grey dirt at the bottom like this in addition to the subtle grey gradient i spoke about earlier

upload_2018-7-1_14-45-9.png


at the moment your edge wear is a mix of very diffuse and very sharp, and as such doesn't really look like wear, go from the gradual buildup with sharp edges you have to something more like dings and scrapes. Don't go overboard, a little goes a long way. Remember also that its paint on metal, and metal rusts, so you want the chips to be a rusty brown colour.

upload_2018-7-1_14-46-41.png
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I would perhaps use more diffuse lighter wear on places people would touch; door edges and equipment gets scuffed more than chipped so it would look right in these situations. Think carefully about where the wear would realistically occur - how high up the door edge would people be pulling on it to open and close?

Your metal by and large looks pretty good, though again it could use some chips and dings and a little touch of rust. Little touches like this ooze TF2-style.

upload_2018-7-1_14-52-34.png


Keep referring back to existing models as a style guide, check out this link if you haven't before, and don't be afraid to delete and redo texturing work that doesn't look quite right - texturing is a very iterative process.

Hope this helps to give some pointers, feel free to ask if you want help with anything specific :)

p.s., this is a sick model as is, but you could definitely get away with upping the polycount a bit and add some subtle bevels on some of the more harsh edges such as these, might help to soften the overall look a little.

upload_2018-7-1_14-58-23.png
upload_2018-7-1_14-58-47.png


p.p.s, i forgot to mention, keep looking at the model in game with lighting, its only there that you really get a feel of how it's going to look
 

FGD5

aa
Jul 18, 2016
117
663
Thanks for all the feedback guys. I think ill take it back to the modeling stage and add a few more polys, then try texturing again soon using this advice. I let you know how I get on. :)
 

YOYOYO

50 crashes and counting!
aa
Jul 10, 2017
620
556
Hey, have you thought about making it usable as a resupply, like the ambulance in snake water. It might be difficult (and you can choose to carry it out) but the back of the truck looks like it can be split, Then you'd have to fill the back. Just a suggestion. :)
 

Werewolf

Probably not a real Werewolf
aa
Apr 12, 2011
873
309
Hey, have you thought about making it usable as a resupply, like the ambulance in snake water. It might be difficult (and you can choose to carry it out) but the back of the truck looks like it can be split, Then you'd have to fill the back. Just a suggestion. :)
I kinda agree with you, but on the other hand it makes sense to heal up at an ambulance. It doesn't make quite the same sense to do that at a fire engine.
 

YOYOYO

50 crashes and counting!
aa
Jul 10, 2017
620
556
I kinda agree with you, but on the other hand it makes sense to heal up at an ambulance. It doesn't make quite the same sense to do that at a fire engine.
I kinda had the idea since they're both rescue vehicles. It would just be a cool addition ¯\_(ツ)_/¯
 

freedom

L3: Member
Jan 14, 2017
141
68
The only odd part in my opinion, atleast now, is the way the front bumper connects to the body, or more like how it looks like it is. I find it weird to have it kinda go through a bit so maybe push it out more and give the bumper the angle so it looks better?
 

FGD5

aa
Jul 18, 2016
117
663
I forgot about this model! I will get round to finishing it soon.

Just had a look at it again, its currently at 12,160 tris. Is that too much for a model this big? I was looking at other models to compare and EArkham's Soviet tank is 13,000+ tris, I'd imagine their a similar size. My London Bus is 10,853 tris, but its a mostly flat model, not as detailed as the fire engine but just as big.
 
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Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
Its a bit much, but definitely create lots of LOD models. A lot of the detail in edgeloops can most likely be eliminated pretty quickly in the first few LOD models: Make LODs at least until its around a thousand at the lowest one
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
(Referring to the image sent by FGD5)

I know this is nitpicking (Since I'm a volunteer firefighter), but assuming that's a conventional engine I guess it looks fine? I would never put fire axes on the side hanging just like that, normally they're locked in compartments on the side (So I guess to waste less tris), meaning you can just texture doors on the sides and that would be fine. There would also be a 3 seater behind the drivers seat.

Not sure about the hose on the top, how would they unload the hose? You could probably just ditch that and put the hose on the back of the truck (your type of truck appears to have a hose bed on the back)

But yeah, otherwise it's a fine model. I just happen to know quite a bit about trucks and have worked alongside them.
 

FGD5

aa
Jul 18, 2016
117
663
(Referring to the image sent by FGD5)

I know this is nitpicking (Since I'm a volunteer firefighter), but assuming that's a conventional engine I guess it looks fine? I would never put fire axes on the side hanging just like that, normally they're locked in compartments on the side (So I guess to waste less tris), meaning you can just texture doors on the sides and that would be fine. There would also be a 3 seater behind the drivers seat.

Not sure about the hose on the top, how would they unload the hose? You could probably just ditch that and put the hose on the back of the truck (your type of truck appears to have a hose bed on the back)

But yeah, otherwise it's a fine model. I just happen to know quite a bit about trucks and have worked alongside them.

Very helpful, I don't know much about fire engines apart from they go nee-naw. I'm learnt a fair bit about modelling and texturing since this one so I'm gonna have another crack at it at some point, ideally for the collection of vehicles I've been making. I'll get round to it I swear, it's more about feeling inspired to do it, rather than putting out something with little thought or effort put in and calling it a day.